248,600 Commits over 3,928 Days - 2.64cph!

6 Days Ago
Created ResourceTileControlWidget which allows you to have a reference to a specific tile in a TilesetResource (and edit the tile right from the reference) https://files.facepunch.com/CarsonKompon/2024/December/18_15-05-SubstantialRaccoon.mp4 Added TilesetResource.GetName() and make Tile.Tileset [ReadOnly]
6 Days Ago
crate day spawn can right click minimap, etc
6 Days Ago
blend file changes, flow, lower main menu music, other unsaved
6 Days Ago
Log shader warnings and errors back to c#
6 Days Ago
weapon camera clipping fixes
6 Days Ago
When generating covers, automatically delete previously spawned sub monuments
6 Days Ago
primitive -> Aux2
6 Days Ago
Added wheel FX to Ballista
6 Days Ago
Filter duplicate vertices after spline deformation and before qhull
6 Days Ago
Clean up and optimize shader Clamp to viewport again
6 Days Ago
Fix sort mode on publish page Delete EnumProperty
7 Days Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
7 Days Ago
Get rid of -nwthread, use Channels instead of ConcurrentQueue
7 Days Ago
Ballista damage redirection
7 Days Ago
Setup Medieval Metal Double Door Skin Asset File Game Manifest Update
7 Days Ago
merge from fix_barricade_placement_excavator -> main
7 Days Ago
S2P excavator
7 Days Ago
Mark coal piles at excavator as "barricades allowed"
7 Days Ago
merge from fix_antihack_kick_reserveslot -> main
7 Days Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
7 Days Ago
Look deving broken wood floor on jungle floor pieces
7 Days Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
7 Days Ago
Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181 Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845 Santa Outfit (#1743) Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired There's a typo here in ModelRenderer.LocalBounds Add TagsControlWidget Don't use bind system for these control widgets, feels like the old way of doing things Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4 Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 ) Fix possible NRE in PathWidget ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists Merge branch 'master' into gpu-occlusion-culling2
7 Days Ago
Random Sound start Texture animation shader New animated texture sheet Arena 5 updates
7 Days Ago
merge from fix_exavator_bucket_lod -> main
7 Days Ago
merge from fix_exacator_bucket_lod -> main
7 Days Ago
Deployable positionOffset renamed to guideMeshPositionOffset
7 Days Ago
Removed duplicate normal map compression on workshop items
7 Days Ago
Move shader compiling to engine Recompile shaders directly, instead of out of process
7 Days Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
7 Days Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
7 Days Ago
Method name change + some docs
7 Days Ago
S2P excavator
7 Days Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
7 Days Ago
Ballista damage renderer
7 Days Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
7 Days Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
7 Days Ago
Added player check triggers to catapult, battering ram and ballista constructables
7 Days Ago
Battering ram damage renderer
7 Days Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
7 Days Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
7 Days Ago
Material bug fix on construction stage ballista
7 Days Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
7 Days Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
7 Days Ago
Fix possible NRE in PathWidget
7 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
7 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
7 Days Ago
Added Place Holder Medieval Metal Double Door Icon
7 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
7 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS